Witch Defender Spell List

NOTES:

Saving Throw

Most harmful spells allow an affected target a saving throw to avoid some or all of the effect. Each spell which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.

To calculate the Spell DC:
10 + spell level + ability modifier (e.g. Witches use INT)

Spell DC differs from the DC related to Ex (Extraordinary) and Su (Supernatural) abilities. To calculate the DC for these abilities use the formula:
10 + 1/2 level + key ability modifier

Spell Resistance

Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate. Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity). A creature’s spell resistance never interferes with its own spells, items, or abilities. A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another. Spell resistance does not stack. It overlaps.

Spell Cost

Witches have a casting pool equal to their HP. It refreshes everyday (24 hours) with 8 hours of sleep. It will not refresh throughout the day by normal means. So a witch cannot expend their total pool from 12am to 12:05am, sleep until 8:05am and keep doing so throughout the day. Essentially, the HP pool is good for a day and 8 hours of sleep is need with that day to refresh their pool. Getting less than 8 hours with the day will have an impact on the refresh of your casting pool, like this (rounded down):
1 hour - 10% refresh
2 hours - 20% refresh
3 hours - 30% refresh
4 hours - 40% refresh
5 hours - 50% refresh
6 hours - 75% refresh
7 hours - 90% refresh
8 hours - 100% refresh

The cost of casting a spell, *without* any modification is as follows:
Level 0 - 1
Level 1 - 3
Level 2 - 5
Level 3 - 7
Level 4 - 10
Level 5 - 15

Spell mods may change the final total.

Level 0 Spells

Detect Magical Auras
Cost – 1
Level: 0; Components: V, S; Casting Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/level (D); Saving Throw: None; Spell Resistance: No
The caster can detect magical auras. The amount of information revealed depends on how long the caster studies a particular area or subject.
1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura.

Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
Functioning Spell Level
Item Caster Level
Aura Power
0-level or lingering aura
Lingering aura
Dim
1st–2nd
1st–3rd
Faint
3rd
4th–5th
Moderate
4th
6th–7th
Strong
5th
8th–10th
Overwhelming
If an aura falls into more than one category, detect magical aura indicates the stronger of the two.
Length Aura Lingers: How long a magical aura lingers after the source has vacated the location depends on the aura’s original strength.
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6 x 10 minutes
Strong
1d6 hours
Overwhelming
1d6 days
Each round, the caster can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Light
Evocation [Light]
Cost - 1
Level: 0; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Object Touched; Duration: 10 min/ level; Saving Throw: No; Spell Resistance: None
This spell causes an object to glow, shedding light in a 20-foot radius from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

Magehand
(Transmutation)
Cost – 1
Level: 0; Components: V, S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: Nonmagical, unattended object weighing up to 5 lb.; Duration: see text; Saving Throw: None; Spell Resistance: No
The caster can lift an object and move it at will from a distance. As a move action, the caster can move the object up to 15 feet in any direction, though the spell ends if the distance between the caster and the object ever exceeds the spell’s range.

Magic ID
(Illusion [Glamer])
Cost - 1
Level: 0; Components: V, S, F; Casting Time: Attack action; Range: Touch; Effect: Personal identification card; Duration: see text; Saving Throw: WILL disbelief (if interacted with); Spell Resistance: No; Focus: A small card or slip of paper.
With this spell, you make a small card or slip of paper appear to be a valid identification card of your choosing. For example, you might make a business card look like a driver’s License, or a video club card look like an FBI identification card. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.

Mending
Cost – 1
Level: 0; Components: V, S; Casting Time: Attack action; Range: 10 ft.; Target: One object of up to 1 pound/level; Duration: Instantaneous; Saving Throw: WILL negates (harmless, object); Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (not warps). In metallic objects, it will weld a broken chain link, a necklace, or a knife, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be as strong as new. A hole in a backpack or garment is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell has no effect on creatures (even constructs).

Open/Close
(Transmutation)
Cost - 1
Level: 0; Components: V, S,; Casting Time: Attack action; Range: Touch; Target: Object weighing up to 30 lb. or portal that can be opened or closed; Duration: Instantaneous; Saving Throw: Will negates; Spell Resistance: Yes (object); Focus: A brass key.
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Prestidigitation
Cost – 1
Level: 0; Components: V, S; Casting Time: Attack action; Range: 10 ft.; Target, Effect, or Area: See text; Duration: 1 hour; Saving Throw: See text; Spell Resistance
Once cast, the prestidigitation spell enables the caster to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitations can slowly lift 1 pound of material. They can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. They cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic
Cost – 1
Level: 0; Components: V, S, F; Casting Time: Attack action; Range: Personal; Target: You; Duration: 10 min./level; Saving Throw: No; Spell Resistance: No
This spell allows the caster to read magical inscriptions on objects that would otherwise be unintelligible. This deciphering does not invoke the magic contained in the writing. Furthermore, once the spell is cast and the caster has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of read magic. The caster can read at the rate of one page (250 words) per minute.

Resistance
(Abjuration)
Cost – 1
Level: 0; Components: V, S, M; Casting Time: Attack action; Range: Touch; Effect: +1 to Saving Throws; Duration: 1 min.; Saving Throw: Will negates; Spell Resistance: Yes (harmless), Material Component: A miniature cloak.
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Level 1 Spells

Case Fear
Cost – 3
Level: 1; Components: V, S; Casting Time: Standard action; Range: Close; Target: One living creature with 5 or fewer HD; Duration: 1d4 rounds or 1 round, see text; Saving Throw: Will partial; Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear.

Clean
(Transmutation)
Cost – 3
Level: 1; Components: V, S, M; Casting Time: Full round action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, object of up to 1,000 lb./level, or room of up to 100 square feet/level; Duration: Instantaneous; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless); Material Component: Bar of soap.
The clean spell completely eliminates grime, dirt, and bacterial contaminants from the target. Smooth surfaces gain a faint shine, as if they had been polished. If cast on a room or object, the clean spell destroys dirt, dust, and anything else that would ordinarily be wiped away with a thorough mundane cleaning. The room or object retains no fingerprints, and even the smallest hairs, skin cells, and garment fibers are cleaned away—rendering most evidence collection impossible, for example. If cast on a creature, the clean spell disinfects wounds (doubling the natural healing rate for that day) and renders the creature scentless for 1 minute. This means that creatures with the scent extraordinary ability won’t be able to detect the subject by scent alone.

Disguise Self
Cost – 3
Level: 1; Components: V, S; Casting Time: Standard action; Range: Personal; Target: You; Duration: 10 min./level; Saving Throw: No; Spell Resistance: No
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Feather Fall
Cost – 3
Level: 1; Components: V; Casting Time: Immediate action; Range: Close (25 ft. + 5 ft./2 levels); Target: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart; Duration: Until landing or 1 round/level; Saving Throw: Will negates (harmless) or Will negates (object); Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is an immediate action, allowing you to cast this spell even when it isn’t your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Hold Portal
Cost – 3
Level: 1; Components: V; Casting Time: Standard action; Range: Medium (100 ft. + 10 ft./level); Target: One portal, up to 20 sq. ft./level; Duration: 1 min./level (D); Saving Throw: No; Spell Resistance: No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Jump
Cost – 3
Level: 1; Components: V, S, F; Casting Time: Attack action; Range: Personal; Target: You; Duration: 10 min./level; Saving Throw: No; Spell Resistance: No; Material Component: A grasshopper’s hind leg, which you break when the spell is cast.
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Mage Armor
Cost – 3
Level: 1; Components: V, S, F; Casting Time: Standard action; Range: Touch; Creature touched: You; Duration: 1 hour/level (D); Saving Throw: Will negates (harmless); Spell Resistance: No; Focus: A piece of cured leather.
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +2 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Magic Weapon
Cost – 3
Level: 1; Components: V, S; Casting Time: Standard action; Range: Touch; Target: Weapon touched; Duration: 1 min./level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t cast this spell on a natural weapon, such as an unarmed strike.

Sleep
Cost – 3
Level: 1; Components: V, S, M; Casting Time: Fully round action; Range: Medium (100 ft. + 10 ft./level); Area: One or more living creatures within a 10-ft.-radius burst; Duration: 1 min./level; Saving Throw: Will negates; Spell Resistance: Yes; Material Component: A pinch of fine sand, rose petals, or a live cricket.
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Undetectable Magical Aura
Cost - 3
Level: 1; Components: V, S, F; Casting Time: Attack action; Range: Touch; Target: Object touched weighing up to 5 lb./level; Duration: 1 day/level (D); Saving Throw: No; Spell Resistance: No; Focus: A small square of silk that must be passed over the object.
This glamer allows you to mask a magic item’s aura from detection. It fools detect magical aura spells such that the item appears non-magical. If the object bearing undetectable magical aura has instant identify cast on it, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save.

Level 2 Spells

Arcane Lock
(Abjuration)
Cost - 5
Level: 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: One door, cabinet, chest, or portal touched, up to 30 sq. ft./level in size; Duration: Permanent; Saving Throw: None; Spell Resistance: No
An arcane lock spell cast upon a door, cabinet, chest, or portal magically locks it. The caster can freely pass his or her own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or by a successful dispel magic or knock spell. Add +10 to the normal DC to break open a door or portal affected by this spell. Note that a knock spell does not remove an arcane lock. It only suppresses it for 10 minutes.

Darkvision
(Transmutation)
Cost – 5
Level: 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature Touched; Duration: 1 hr./level; Saving Throw: Will negates; Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant the ability to see in magical darkness.

Defender's Bond
(Transmutation)
Cost – 5
Level: 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature Touched; Duration: 1 hr./level; Saving Throw: Will negates; Spell Resistance: Yes (harmless)
The caster takes the first 20 points of damage on behalf of the target. After the 20 point limit has been reached, the spell ends and must be recast. If the caster falls unconscious, the spell fades. The damage, ever how much it is, must be received in full, or of the damage will reflect back the the original target. DR does apply first to the original target for purposes of damage calculations, if it is physical damage, however, DR does not apply to the caster as all damage taken through the bond is considered magical.

Defender's Reflex
(Enchantment [Mind-Affecting])
Cost - 5
Level: 2; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +1 to their Reflex saving throw. This bonus does not stack with other spell related saving throw bonuses.

Defender's Will
(Enchantment [Mind-Affecting])
Cost - 5
Level: 2; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +1 to their Will saving throw. This bonus does not stack with other spell related saving throw bonuses.

Enhance Ability
(Transmutation)
Cost – 5
Level: 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Effect: Read machine-readable data; Duration: 1 min./level; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
The spell grants a temporary +5 enhancement bonus to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) chosen by the caster at the time of casting.
A temporary increase to Intelligence or Wisdom does not allow arcane or divine casters to gain extra spells, but the save DCs for their spells increase. A temporary increase in Intelligence doesn’t grant extra skill points. A temporary increase to Constitution does not increase a Witches' pool for casting spells.

Knock
(Transmutation)
Cost – 5
Level: 2; Components: V; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One door, box, or chest with an area of up to 10 sq. ft./level; Duration: Instantaneous; Saving Throw: No; Spell Resistance: Yes
The knock spell opens stuck, barred, locked, or magically held or sealed doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments, nor does it affect ropes, vines, and the like. Note that the effect is limited by the area. Each spell can undo up to two means of preventing egress. For magically doors, boxes, etc., an opposed caster level check must be made for the knock spell to take effect.

Resist Energy
(Abjuration)
Cost – 5
Level: 2; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature Touched; Duration: 10 min./ level; Saving Throw: Fort negates (harmless); Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection to damage from whichever one of five energy types the caster selects: acid, cold, electricity, fire, or sonic/concussion. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. Resist energy absorbs only damage. The character could still suffer unfortunate side effects.

Whispering Wind
(Transmutation [Air])
Cost - 5
Level: 2; Components: V, S, M; Casting Time: Standard action; Range: 1 mile/ level; Area: 10 ft. radius; Duration: No more than 1 hour/level or until discharged (destination is reached) ; Saving Throw: No; Spell Resistance: No
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered or until the spell duration ends. The whispering wind cannot speak verbal components, use command words, or activate magical effects.

Level 3 Spells

Defender's Bond, Improved
(Transmutation)
Cost – 7
Level: 3; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature Touched; Duration: 1 hr./level; Saving Throw: Will negates; Spell Resistance: Yes (harmless)
The caster takes the first 40 points of damage on behalf of the target. After the 20 point limit has been reached, the spell ends and must be recast. If the caster falls unconscious, the spell fades. The damage, ever how much it is, must be received in full, or of the damage will reflect back the the original target. DR does apply first to the original target for purposes of damage calculations, if it is physical damage, however, DR does not apply to the caster as all damage taken through the bond is considered magical.

Defender's Reflex, Improved
(Enchantment [Mind-Affecting])
Cost - 7
Level: 3; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +3 to their Reflex saving throw. This bonus does not stack with other spell related saving throw bonuses.

Defender's Will, Improved
(Enchantment [Mind-Affecting])
Cost - 7
Level: 3; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +3 to their Will saving throw. This bonus does not stack with other spell related saving throw bonuses.

Dispel Magic
Cost - 7
Level: 3; Components: V, S; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: Target or Object; Duration: Instantaneous; Saving Throw: No; Spell Resistance: No*, See Text
A caster can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

The caster chooses to use dispel magic in one of two ways: a targeted dispel or an area dispel:

Targeted Dispel: One object, creature, or spell is the target of the spell. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.

If the spellcaster targets an object or creature that is the effect of an ongoing spell, he or she makes a dispel check to end the spell.

If the object that is targeted is a magic item, the caster makes a dispel check against the item’s caster level. If the caster succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. The item’s physical properties are unchanged:

A caster automatically succeeds on his or her dispel check against any spell that he or she cast.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature that is the target of one or more spells, the caster makes a dispel check against the spell with the highest caster level. If that fails, the caster makes dispel checks against progressively weaker spells until he or she dispels one spell (which discharges the dispel so far as that target is concerned) or fails all the checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, the caster makes dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic’s area, the caster makes a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel, the caster makes a dispel check to end the effect, but only within the area of the dispel magic.

A caster may choose to automatically succeed on dispel checks against any spell that he or she has cast.

Halt Undead
(Necromancy)
Cost - 7
Level: 3; Components: V, S, M; Casting Time; Attack action Range: Medium (100 ft. + 10 ft./level); Targets: Up to three undead, no two of which can be more than 30 ft. apart; Duration: 1 round/level; Saving Throw: See text; Spell Resistance: Yes
This spell renders up to three undead creatures immobile. Nonintelligent undead get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.

Haste
(Transmutation)
Cost - 7
Level: 3; Components: V, S, M; Casting Time; Attack action Range: Close (25 ft. + 5 ft./2 levels); Target: One creature; Duration: 1 round/level; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.When making a full attack action, the subject may make one extra attack with any weapon he or she is holding. The attack is made using the character’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit does not actually grant an extra action, so a character can’t use it to cast a second spell or otherwise take an extra action in the round.) The subject gains a +2 dodge bonus to Defense. Any condition that makes the subject lose his or her Dexterity bonus to Defense (if any) also makes the subject lose dodge bonuses. All of the subject’s modes of movement (including normal movement, burrow, climb, fly, and swim) increase by 30 feet (to a maximum of double the subject’s normal speed). Haste dispels and counters slow.

Hold Person
(Enchantment [Mind-Affecting])
Cost - 7
Level: 3; Components: V, S, F; Casting Time; Attack action Range: Medium (100 ft. + 10 ft./level); Target: One Medium-size or smaller humanoid; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers). A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.

Improved Arcane Lock
(Abjuration)
Cost - 7
Level: 3; Range: Long (400 ft. + 40 ft./level); Target: One door, cabinet, chest, or portal/level, up to 30 sq. ft./ level each; Duration: 1 hour/level
As arcane lock, except as described above. Additionally, improved arcane lock closes all targeted doors or containers if they’re open when the spell is cast, then locks them. Unlike most spells, the caster need not have an unblocked line of effect to each door targeted by the spell, but the caster must know the location of each door. Witches and Techno Witches often use improved arcane lock to simultaneously close and lock every door in a building, either to trap something inside or lock something out.

Keen Edge
(Transmutation)
Cost - 7
Level: 3; Components: V, S; Casting Time; Attack action Range: Close (25 ft. + 5 ft./2 levels); Targets: One weapon or 50 projectiles, all of which must be in contact with each other at the time of casting; Duration: 10 minutes/level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)
This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19–20. A threat range of 19–20 becomes 17–20. A threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons (and it does not stack with itself). If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. This spell cannot be cast on a natural weapon, such as an unarmed strike.

Nondetection
(Abjuration)
Cost - 7
Level: 3; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature or object touched; Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object); Material Component: A pinch of diamond dust
The warded creature or object becomes difficult to detect by divination and detection spells, such as scrying. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster le

Secret Pocket
Cost - 7
Level: 3; Components: V, S, M; Casting Time: Attack action; Range: Object touched; Target: One pocket on a garment; Duration: 1 hr./level; Saving Throw: No; Spell Resistance: No
The secret pocket spell creates an extradimensional space that only you can reach through a pocket in the target garment. The secret pocket can hold 1 pound per caster level, and you can put anything in it that will physical fit through the pocket opening. The item can be of any length and isn’t otherwise restricted by the pocket’s actual dimensions—it just has to be able to fit through the opening. The contents of the extradimensional space never cause the pocket to bulge, and items inside the secret pocket have no weight once they’re placed inside (although the weight still counts against the capacity of the extradimensional space). Whenever you reach into the pocket, you access the extradimensional space rather than the actual pocket. Anyone else who examines the pocket finds it completely ordinary. If someone else puts something in the pocket, you can’t reach it because your hand goes into the extradimensional space instead. You can give the garment to someone else to wear if you like, but only you can access the extradimensional space through the pocket.

Slow
(Transmutation)
Cost - 7
Level: 3; Components: V, S, M; Casting Time; Attack action Range: Close (25 ft. + 5 ft./2 levels); Targets: One creature/level, no two of which can be more than 30 ft. apart; Duration: 1 round/level; Saving Throw: Will negates; Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a single move action or attack action each turn, but not both (nor may they take full-round actions). Additionally, they suffer –2 penalties to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump half as far as normal. Slow counters and dispels haste but does not otherwise affect magically speeded or slowed creatures.

Water Breathing
(Transmutation)
Cost - 7
Level:3; Components: V, S, M; Casting Time; Attack action Range: Touch; Target: Living creatures touched; Duration: 2 hours/level (see text); Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures touched. The spell does not make creatures unable to breathe air.

Level 4 Spells

Arcane Eye
Cost - 10
Level: 4; Components: V, S, M; Casting Time: 10 minutes; Range: Unlimited; Effect: Magical sensor; Duration: 1 minute/level (D); Saving Throw: None; Spell Resistance: No
The caster creates an invisible magical sensor that sends him or her visual information. The caster can create the arcane eye at any point he or she can see, but it can then travel outside the caster’s line of sight without hindrance. The arcane eye travels 30 feet per round (300 feet per minute) if viewing an area ahead primarily looking at the floor or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as the caster would see if he or she were there. The arcane eye can travel in any direction as long as the spell lasts. Solid barriers prevent the passage of an arcane eye, although it can pass through a space no smaller than 1 inch in diameter. The caster must concentrate to use the eye. If the caster does not concentrate, the eye is inert until the caster again concentrates.

Defender's Bond, Advanced
(Transmutation)
Cost – 10
Level: 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature Touched, up to 8 targets at once; Duration: 1 hr./level; Saving Throw: Will negates; Spell Resistance: Yes (harmless)
The caster may take up to their maximum HP, -1, in damage from up to 8 target, divided among the target ever how the caster sees fit (Must be stated when the spell is cast). Once the limit per target has been reached, the spell ends and must be recast. If the caster falls unconscious, the spell fades. The damage, ever how much it is, must be received in full, or of the damage will reflect back the the original target. DR does apply first to the original target for purposes of damage calculations, if it is physical damage, however, DR does not apply to the caster as all damage taken through the bond is considered magical.

Defender's Reflex, Advanced
(Enchantment [Mind-Affecting])
Cost - 10
Level: 4; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +5 to their Reflex saving throw. This bonus does not stack with other spell related saving throw bonuses.

Defender's Will, Advanced
(Enchantment [Mind-Affecting])
Cost - 10
Level: 4; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +5 to their Will saving throw. This bonus does not stack with other spell related saving throw bonuses.

Clown Car
(Conjuration [Summoning])
Cost - 10
Level: 4; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: Extradimensional space within an enclosed vehicle capable of holding one creature per caster level; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No; Focus: A klaxon, which must be honked when the spell is cast.
You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold a number of additional passengers equal to the caster’s level. A passenger may be up to Large size and can bring up to a medium load into the extradimensional space; creatures with more than a medium load cannot enter the extradimensional space.

Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same 5-footsquare and are incapable of making attacks while so contained.

Exiting the extradimensional space requires the passengers to physically exit the vehicle as well. If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone in squares adjacent to the vehicle.

Confusion
(Enchantment [Mind-Affecting])
Cost - 10
Level: Mage 4; Components: V, S, M; Casting Time; Attack action Range: Medium (100 ft. + 10 ft./level); Targets: All creatures in a 15-ft. radius; Duration: 1 round/level; Saving Throw: Will negates; Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following table.
d10 Roll
Behavior
1
Wander away for 1 minute (unless prevented)
2–6
Do nothing for 1 round
7–9
Attack nearest creature for 1 round
10
Act normally for 1 round
Except on a result of 1, roll again each round on the creature’s turn to see what the subject does in that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Any confused creature who is attacked automatically attacks its attackers on its next turn.

Dimension Door
(Conjuration [Teleporting])
Cost - 10
Level: Mage 4; Components: V; Casting Time; Attack action Range: Long (400 ft. + 40 ft./level); Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level; Duration: Instantaneous; Saving Throw: None and Will negates (object); Spell Resistance: No and Yes (object)
The caster instantly transfers him or herself from his or her current location to any other spot within range. The caster always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, the caster can’t take any other actions until his or her next turn.

If the caster arrives in a place that is already occupied by a solid body, he or she is transported to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the caster appears in a free space within 1,000 feet. If there’s no free space within 1,000 feet, the spell fails and the caster remains where he or she is.

Detect Scrying
Cost - 10
Level: 4; Components: V, S, M; Casting Time: Attack action; Range: 120 ft.; Area: 120-ft.-radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Spell Resistance: No; Material Components: A small shard of mirror and a miniature trumpet.
You immediately become aware of any attempt to observe you by means of scrying (including the scrying spell). The spell’s effect radiates from you moves as you move. The spell also reveals the use of crystal balls or other magic scrying devices. You know the location of every magical sensor within the spell’s area.

If the scrying attempt originates within the area, you also know its location. If the attempt originates outside this range, you and the scrier immediately make opposed caster level checks. If you match or beat the scrier’s result, you get a visual image of the scrier and a sense of the scrier’s direction and distance from you (accurate to within one-tenth the distance).

Energy Trap
(Abjuration)
Cost - 10
Level: 4; Components: V, S, M; Casting Time: 10 minutes; Range: Touch; Target: Object touched; Duration: Permanent until discharged (D); Saving Throw: Reflex half (see text); Spell Resistance: Yes
Energy trap creates an explosion of one energy type (acid, cold, electricity, fire, or sonic/concussion) when an intruder opens the item that the trap wards. The energy trap can ward any closeable item. When casting energy trap, the caster selects the energy type and a point on the item as the spell’s center. When someone other than the caster opens the item, the resulting explosion fills the area within a 5-foot radius around the spell’s center. The energy blast deals 1d4 points of damage (of the given energy type) +1 point per caster level. The item protected by the trap is not harmed by this explosion.

The warded item cannot have a second closure or warding spell placed on it. An unsuccessful dispel magic spell does not detonate the spell. Underwater, the acid and fire versions of this spell deal half damage.

The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. “Attuning” to an individual usually involves denoting a password that the caster can share with friends. A successful Search check (DC 29) finds an energy trap, and a successful Disable Device check (DC 29) safely removes it.

Stoneskin
(Abjuration)
Cost - 10
Level: 4; Components: V, S, M; Casting Time; Attack action Range: Touch; Target: Creature touched; Duration: 10 minutes/level or until discharged; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless); Material Components: Small rock
The subject gains damage reduction 10/— against physical attacks. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged.

Level 5 Spells

Defender's Bond, Greater
(Transmutation)
Cost – 15
Level: 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature Touched, up to 8 targets at once; Duration: 1 hr./level; Saving Throw: Will negates; Spell Resistance: Yes (harmless)
The caster may take up to 60 damage, on behalf of up to 8 targets, divided among the target(s) ever how the caster sees fit (Must be stated when the spell is cast). Once the limit per target has been reached, the spell ends and must be recast. If the caster falls unconscious, the spell fades. The damage, ever how much it is, must be received in full, or of the damage will reflect back the the original target. DR does apply first to the original target for purposes of damage calculations, if it is physical damage, however, DR does not apply to the caster as all damage taken through the bond is considered magical.

Defender's Reflex, Greater
(Enchantment [Mind-Affecting])
Cost - 15
Level: 5; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +7 to their Reflex saving throw. This bonus does not stack with other spell related saving throw bonuses.

Defender's Will, Greater
(Enchantment [Mind-Affecting])
Cost - 15
Level: 5; Components: V, S; Casting Time; Attack action Range: Personal; Target: Self; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The caster gains a +7 to their Will saving throw. This bonus does not stack with other spell related saving throw bonuses.

Hold Monster
(Enchantment [Mind-Affecting])
Cost - 15
Level: 5; Components: V, S, M; Casting Time; Attack action Range: Medium (100 ft. + 10 ft./level); Target: One living creature; Duration: 1 round/level (D); Saving Throw: Will negates; Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers). A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.

Mage Armor, Greater
Cost – 15
Level: 5; Components: V, S, F; Casting Time: Standard action; Range: Touch; Creature touched: You; Duration: 1 hour/level (D); Saving Throw: Will negates (harmless); Spell Resistance: No; Focus: A piece of cured leather.
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. This is and enhancement bonus and is not stackable with Mage Armor.

Secret Vault
(Conjuration [Summoning])
Cost - 15
Level: Arcane 5; Components: V, S, F; Casting Time: 10 minutes; Range: See text; Target: One chest and up to 1 cu. ft. of goods/caster level; Duration: 60 days or until discharged; Saving Throw: None; Spell Resistance: No; Focus: A briefcase, duffle bag, or similar container prepared with expensive and rare reagents, as well as a miniscule replica of it. The actual storage container and the miniature replica have a combined purchase DC of 25.
You hide a briefcase, backpack, dufflebag, or similar item in an extradimensional space for up to 60 days and can retrieve it at will. The item used as a secret vault can contain up to 1 cubic foot of material per caster level (regardless of the item’s actual size). If you put anything living inside the secret vault, the spell fails. Once you cast the spell, the item and its contents disappear. You can retrieve it anytime thereafter by concentrating (an attack or move action), and it appears next to you.

To create the secret vault, you cast the spell while touching both the full-size container and a miniscule replica of it. The container and anything within it or touching it (subject to the volume limitation above) vanishes into an extradimensional space. You need the miniature replica to recall the container. After 60 days, the container reappears in your hand whether you wish it to or not.

Seeming
(Illusion)
Cost - 15
Level: 5; Components: V, S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One creature/two levels, no two of which can be more than 30 ft. apart; Duration: 12 hours (D); Saving Throw: Will negates or Will disbelief (if interacted with); Spell Resistance: Yes or No (see text)
This glamer functions like the change self spell except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.

Synchronicity
(Abjuration)
Cost - 15
Level: Arcane 5; Components: V, S, F; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 10 minutes/level; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless); Focus: A gold-level credit card or garage door remote control.
The synchronicity spell subtly rearranges reality so that the subject isn’t inconvenienced by the minor delays in modern life. For the subject of synchronicity, the traffic light is always green and there’s always a waiting elevator. On a city street, synchronicity ensures that a taxicab pulls up within 1 round of the subject standing on the curb. The subway trains always run on time for the subject of synchronicity, and waiters and clerks promptly arrive whenever they’re needed.

Though designed for convenience, the synchronicity spell offers advantages for a caster in harm’s way. The subject of synchronicity can run at full speed through even through a dense crowd, because people subconsciously move aside. The synchronicity spell also provides a +4 bonus to Defense when the subject’s movement provokes an attack of opportunity (just like the Mobility feat), because even enemies have a tendency to stay out of the subject’s way.

Synchronicity is also useful during car chases. Because other cars naturally get out of the way and traffic lights always turn green, a driver with synchronicity gains a +8 inherent bonus on Drive checks in urban areas and can make an unlimited number of avoid hazard and hard turn stunts (drivers are ordinarily limited to one or two stunts). When engaged in vehicular hide-and-seek, the synchronicity spell provides a +8 inherent bonus on Bluff and Hide checks (if you’re being chased) or Sense Motive and Spot checks (if you’re pursuing another vehicle) because other cars and pedestrians naturally aid your efforts.

Telekinesis
(Transmutation)
Cost - 15
Level: 5; Components: V, S; Casting Time; Attack action Range: Long (400 ft. + 40 ft./level); Target or Targets: See text; Duration: Concentration (up to 1 round/level) or instantaneous (see text); Saving Throw: Will negates (object) (see text); Spell Resistance: Yes (object) (see text)

The caster can move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide either a gentle, sustained force or a single short, violent thrust.

Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per caster level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with spell resistance.

This version of the spell lasts up to 1 round per caster level, but it ends if the caster ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the caster’s range. The spell ends if the object is forced beyond the range. If the caster ceases concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.

Violent Thrust: Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. The caster can hurl up to a total weight of 25 pounds per caster level.

The caster must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack bonus + Intelligence modifier. Weapons deal their normal damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet.